Staff of Power — printable magic item

Staff

  • Staff
  • Very rare
  • Attunement required
Staff of Power [1/2]Staff · Very rare
Staff of Power [1/2]Staff
RarityVery RareAttun.YesPropsRequires Attunement by a Sorcerer, Warlock, or Wizard

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell

Charge

Cost

Cone of Cold

Fireball (level 5 version)

Staff of Power [2/2]Staff · Very rare
Staff of Power [2/2]Staff

Globe of Invulnerability

Hold Monster

Levitate

Lightning Bolt (level 5 version)

Magic Missile

Ray of Enfeeblement

Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Wall of Force

Staff of Power [1/2]
Staff
Very RareRarity
YesAttunement
Requires Attunement by a Sorcerer, Warlock, or WizardProperties

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell

Charge

Cost

Cone of Cold

Fireball (level 5 version)

Globe of Invulnerability

Hold Monster

Levitate

Lightning Bolt (level 5 version)

Staff
Magic item card
Staff of Power [2/2]
Staff
Very RareRarity
YesAttunement
Requires Attunement by a Sorcerer, Warlock, or WizardProperties

Magic Missile

Ray of Enfeeblement

Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Wall of Force

Staff
Magic item card

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At a glance

Item type
Staff
Category
Staff
Rarity
Very Rare
Attunement
Attunement required
Properties
Requires Attunement by a Sorcerer, Warlock, or Wizard

Full description

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell

Charge

Cost

Cone of Cold

Fireball (level 5 version)

Globe of Invulnerability

Hold Monster

Levitate

Lightning Bolt (level 5 version)

Magic Missile

Ray of Enfeeblement

Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Wall of Force

See also